What Did I Play on 2017-11-30?
Animal Crossing Holiday Event
My plan was to take a break from Animal Crossing when I hit level 30, which would be today. It felt like a natural stopping point. I've completed almost all of the stretch goals and am at the point where I have to wait several days to craft tier 2 amenities. Inventory management becomes a little more strategic at this point, because semi-rares start to build up, but I refuse to list anything but commons in the Market Box and I am saving my Leaf Tickets for time-limited specialty items. This is in accordance with scripture, which states, "Thou shalt not list rares in thy Market Boxes." It really doesn't get more cut and dried than that.
Nintendo, having targeted me specifically with their hellapp for nefarious reasons unknown, knew this--either through time travel or some form of arcane divination, who can say--and started their first Holiday Event today. You now earn candy canes alongside the usual rewards, which can be used to craft holiday items like festive trees and such, and there are a slew of new timed goals to go with it throughout the month of December. So now I am happily grinding towards a tree and snowman and I'm off today and I do not give a damn if I have to ice various digits I will be the first on my friends list to have a full Christmas spread so help me god.
Earning holiday currency alongside the usual stuff is the way to go. Everyone wins, even those who are not interested in participating in holiday events. Outside the crafting times, which are still arbitrary and stupid, and the spawn rates for one or two common items which I feel might be slightly off, everything works like it should, as far as I can tell. Animal Crossing is a series about waiting, but if you're remotely strategic about it there's always something to do. It doesn't really feel like f2p waiting, at least not to me.
There is this precarious balance between earned inventory slots and the amount of stuff you need to meet the demands of your insatiable campers, but the inventory limits help drive the player-driven Market Box economy quite nicely. Players tend to fall into two camps. The few players who list rares and common bundles at full market value and everyone else, who lists useful bundles of commons for essentially free--the minimum or close to it. We can't talk to each other, but the community has clearly embraced a philosophy of you-scratch-my-back-I-scratch-yours. After all, if my inventory is full and I don't need these 5 fruit beetles, why not sell them cheap to help someone out? Once you get going, bells are the least important form of currency in the game, and outside the camper expansions you can always scrounge up whatever you need for new clothes or crafting just by helping the animals.
I am sort of side-eyeing the camper extensions because it's going to be an endless money sink. Someone remarked they are on a 200,000 bell loan. I'm currently on the second, a 30,000 loan, and in no hurry to repay it. The way the game is set up, you will just add levels to the camper indefinitely, and since you can't use the camper for something useful like additional storage (which would break the Market Box economy anyway), it seems slightly more futile of all the futile things in this time-sink of a game.Collapse

